iw4x-client/src/Components/Modules/AssetInterfaces/IMaterialTechniqueSet.cpp

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#include <STDInclude.hpp>
#include "IMaterialTechniqueSet.hpp"
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#include <Utils/Json.hpp>
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#define IW4X_TECHSET_VERSION 1
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namespace Assets
{
void IMaterialTechniqueSet::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
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if (!header->data) this->loadFromDisk(header, name, builder); // Check if we need to import a new one into the game
if (!header->data) this->loadNative(header, name, builder); // Check if there is a native one
assert(header->data);
}
void IMaterialTechniqueSet::loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* /*builder*/)
{
header->techniqueSet = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).techniqueSet;
}
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void IMaterialTechniqueSet::loadFromDisk(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
header->techniqueSet = builder->getIW4OfApi()->read<Game::MaterialTechniqueSet>(Game::ASSET_TYPE_TECHNIQUE_SET, name);
auto ptr = header->techniqueSet;
if (ptr)
{
while (ptr->remappedTechniqueSet && ptr->remappedTechniqueSet != ptr)
{
ptr = ptr->remappedTechniqueSet;
builder->loadAsset(Game::ASSET_TYPE_TECHNIQUE_SET, ptr, false);
for (size_t i = 0; i < Game::TECHNIQUE_COUNT; i++)
{
const auto technique = ptr->techniques[i];
if (technique)
{
for (size_t j = 0; j < technique->passCount; j++)
{
const auto pass = &technique->passArray[j];
builder->loadAsset(Game::ASSET_TYPE_VERTEXDECL, pass->vertexDecl, true);
builder->loadAsset(Game::ASSET_TYPE_PIXELSHADER, pass->pixelShader, true);
builder->loadAsset(Game::ASSET_TYPE_VERTEXSHADER, pass->vertexShader, true);
}
}
}
}
}
}
void IMaterialTechniqueSet::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
Game::MaterialTechniqueSet* asset = header.techniqueSet;
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for (int i = 0; i < ARRAYSIZE(Game::MaterialTechniqueSet::techniques); ++i)
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{
Game::MaterialTechnique* technique = asset->techniques[i];
if (!technique) continue;
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for (short j = 0; j < technique->passCount; ++j)
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{
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Game::MaterialPass* pass = &technique->passArray[j];
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if (pass->vertexDecl)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_VERTEXDECL, pass->vertexDecl);
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}
if (pass->vertexShader)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_VERTEXSHADER, pass->vertexShader);
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}
if (pass->pixelShader)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_PIXELSHADER, pass->pixelShader);
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}
}
}
}
void IMaterialTechniqueSet::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
AssertSize(Game::MaterialTechniqueSet, 204);
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Utils::Stream* buffer = builder->getBuffer();
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Game::MaterialTechniqueSet* asset = header.techniqueSet;
Game::MaterialTechniqueSet* dest = buffer->dest<Game::MaterialTechniqueSet>();
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buffer->save(asset);
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buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
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if (asset->name)
{
buffer->saveString(builder->getAssetName(this->getType(), asset->name));
Utils::Stream::ClearPointer(&dest->name);
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}
// Save_MaterialTechniquePtrArray
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static_assert(ARRAYSIZE(Game::MaterialTechniqueSet::techniques) == 48, "Techniques array invalid!");
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for (int i = 0; i < ARRAYSIZE(Game::MaterialTechniqueSet::techniques); ++i)
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{
Game::MaterialTechnique* technique = asset->techniques[i];
if (technique)
{
if (builder->hasPointer(technique))
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{
dest->techniques[i] = builder->getPointer(technique);
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}
else
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{
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// Size-check is obsolete, as the structure is dynamic
buffer->align(Utils::Stream::ALIGN_4);
builder->storePointer(technique);
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Game::MaterialTechnique* destTechnique = buffer->dest<Game::MaterialTechnique>();
buffer->save(technique, 8);
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// Save_MaterialPassArray
Game::MaterialPass* destPasses = buffer->dest<Game::MaterialPass>();
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buffer->saveArray(technique->passArray, technique->passCount);
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for (short j = 0; j < technique->passCount; ++j)
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{
AssertSize(Game::MaterialPass, 20);
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Game::MaterialPass* destPass = &destPasses[j];
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Game::MaterialPass* pass = &technique->passArray[j];
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if (pass->vertexDecl)
{
destPass->vertexDecl = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_VERTEXDECL, pass->vertexDecl).vertexDecl;
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}
if (pass->vertexShader)
{
destPass->vertexShader = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_VERTEXSHADER, pass->vertexShader).vertexShader;
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}
if (pass->pixelShader)
{
destPass->pixelShader = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_PIXELSHADER, pass->pixelShader).pixelShader;
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}
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if (pass->args)
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{
buffer->align(Utils::Stream::ALIGN_4);
Game::MaterialShaderArgument* destArgs = buffer->dest<Game::MaterialShaderArgument>();
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buffer->saveArray(pass->args, pass->perPrimArgCount + pass->perObjArgCount + pass->stableArgCount);
for (int k = 0; k < pass->perPrimArgCount + pass->perObjArgCount + pass->stableArgCount; ++k)
{
Game::MaterialShaderArgument* arg = &pass->args[k];
Game::MaterialShaderArgument* destArg = &destArgs[k];
if (arg->type == 1 || arg->type == 7)
{
if (builder->hasPointer(arg->u.literalConst))
{
destArg->u.literalConst = builder->getPointer(arg->u.literalConst);
}
else
{
buffer->align(Utils::Stream::ALIGN_4);
builder->storePointer(arg->u.literalConst);
buffer->saveArray(arg->u.literalConst, 4);
Utils::Stream::ClearPointer(&destArg->u.literalConst);
}
}
}
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Utils::Stream::ClearPointer(&destPass->args);
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}
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}
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if (technique->name)
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{
buffer->saveString(technique->name);
Utils::Stream::ClearPointer(&destTechnique->name);
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}
Utils::Stream::ClearPointer(&dest->techniques[i]);
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}
}
}
buffer->popBlock();
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}
}